text: // Copyright (c) Microsoft Corporation. All rights reserved.
  // Licensed under the MIT License.
  
  #pragma once
  
  #include "ImageConverter.h"
  #include "ImageConversionTypes.h"
  
  namespace _winml {
  
  class TensorToVideoFrameConverter : public ImageConverter {
   public:
    TensorToVideoFrameConverter() : shared_handle_(nullptr) {}
  
    // Function takes in a tensor DX12 Resource all compute ops should be completed
    // converts it to a VideoFrame backed by either a SoftwareBitmap or D3DSurface
    void DX12TensorToVideoFrame(
        _In_ UINT32 batch_index,
        _In_ winml::LearningModelSession& session,
        _In_ ID3D12Resource* input_tensor,
        _In_ const ImageTensorDescription& tensor_description,
        _Inout_ wm::VideoFrame& destination_video_frame);
  
    // Function takes in a byte pointer to a CPUTensor
    // converts it to VideoFrame backed by either a SoftwareBitmap or D3DSurface,
    void SoftwareTensorToVideoFrame(
        _In_ winml::LearningModelSession& session,
        _In_ BYTE* CPU_tensor_to_convert,
        _In_ ImageTensorDescription tensor_description,
        _Inout_ wm::VideoFrame& destination_video_frame);
  
    void ConvertBatchedDX12TensorToBuffers(
        _In_ ID3D12Resource* input_tensor,
        _In_ size_t buffer_size_in_bytes,
        _In_ _winml::D3DDeviceCache& device_cache,
        _Inout_ const std::vector<wss::IBuffer>& buffers);
  
   private:
    GUID _d3d11TextureGUID = {0x14bf1054, 0x6ce7, 0x4c00, {0xa1, 0x32, 0xb0, 0xf2, 0x11, 0x5D, 0xE0, 0x7f}};  // {14BF1054-6CE7-4C00-A132-B0F2115DE07F}
    GUID _handleGUID = {0x700148fc, 0xc0cb, 0x4a7e, {0xa7, 0xc0, 0xe7, 0x43, 0xc1, 0x9, 0x9d, 0x62}};
    ;  // {700148FC-C0CB-4A7E-A7C0-E743C1099D62}
    Microsoft::WRL::ComPtr<ID3D12Resource> readback_heap_;
    Microsoft::WRL::ComPtr<ID3D12Resource> output_resource_;
    Microsoft::WRL::ComPtr<ID3D12Resource> UAV_resource_;
    HANDLE shared_handle_;
  
    Microsoft::WRL::ComPtr<ID3D11Texture2D> ShareD3D12Texture(ID3D12Resource* pResource, ID3D11Device* pDevice);
  
    void ConvertGPUTensorToSoftwareBitmap(
        _In_ UINT32 batch_index,
        _In_ ID3D12Resource* input_tensor,
        _In_ _winml::D3DDeviceCache& device_cache,
        _In_ const ImageTensorDescription& tensor_description,
        _Inout_ wgi::SoftwareBitmap& software_bitmap);
  
    void ConvertGPUTensorToDX12Texture(
        _In_ UINT32 batch_index,
        _In_ ID3D12Resource* input_resource,
        _In_ _winml::D3DDeviceCache& device_cache,
        _In_ const ImageTensorDescription& tensor_description,
        _Inout_ ID3D12Resource* output_resource);
  
    void ConvertDX12TensorToUnsupportedVideoFrameFormat(
        _In_ UINT32 batch_index,
        _In_ ID3D12Resource* input_tensor,
        _In_ _winml::D3DDeviceCache& device_cache,
        _In_ const ImageTensorDescription& tensor_description,
        _Inout_ wm::VideoFrame& unsupported_video_frame);
  
    static D3D12_SHADER_RESOURCE_VIEW_DESC TensorToVideoFrameConverter::CreateSRVDescriptor(
        const UINT32 batch_index,
        const D3D12_RESOURCE_DESC& resource_description,
        const ImageTensorDescription& description);
  
    static void ConvertCPUTensorToSoftwareBitmap(
        _In_ void* CPU_tensor,
        _In_ const ImageTensorDescription& tensor_description,
        _Inout_ wgi::SoftwareBitmap& software_bitmap);
  
    static Microsoft::WRL::ComPtr<ID3D12Resource> CreateShareableD3D12Texture(
        const D3D11_TEXTURE2D_DESC& d3d11Desc,
        ID3D12Device* d3d12Device);
  };
  }  // namespace _winml